/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffect.h
Active GameplayEffect instance -What GameplayEffect Spec -Start time -When to execute next -Replication callbacks
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FActiveGameplayEffect : public [FFastArraySerializerItem](API\Runtime\NetCore\Net\Serialization\FFastArraySerializerItem)
bool
bIsInhibited
Not sure if this should replicate or not. If replicated, we may have trouble where IsInhibited doesn't appear to change when we do tag checks (because it was previously inhibited, but replication made it inhibited).
bool
bPendingRepOnActiveGC
When replicated down, we cue the GC events until the entire list of active gameplay effects has been received
bool
bPendingRepWhileActiveGC
float
CachedStartServerWorldTime
Used for handling duration modifications being replicated
int32
ClientCachedStackCount
Last StackCount that the client had.
FTimerHandle
DurationHandle
FActiveGameplay...
EventSet
All the bindable events for this active effect (bundled to allow easier non-const access to these events via the ASC)
TArray<FGamepl...
GrantedAbilityHandles
Handles of Gameplay Abilities that were granted to the target by this Active Gameplay Effect
FActiveGameplay...
Handle
Globally unique ID for identify this active gameplay effect.
bool
IsPendingRemove
FActiveGameplay...
PendingNext
FTimerHandle
PeriodHandle
FPredictionKey
PredictionKey
FGameplayEffect...
Spec
float
StartServerWorldTime
Server time this started
float
StartWorldTime